Car failed to change the route error in anyLogic - anylogic

I am Simulating the road traffic model in anyLogic. I am making a cross road network of four roads using one intersection and two car source. I have used select Output5 twice as seen in screenshot below.
Here road on East side is named as RoadE, road on West side is named as roadW, road on North side is named as roadN and road on South side is named as roadS.
Logic:-
Every time i am trying to run the model, it is throwing same exception as :
Why this agent is not able to choose right lane?

Make sure that the road segment (where the car comes from) is long enough. If it is too short, some cars might not have enough space and time to switch into the required lane.
Just make your bottom road a little longer and it will work.

Just see on lines consists from points on crossroad: right way does not conntected with left road. Car cant ride left from right way, and because it try to cange lane.
Do it herself (select crossroad, and then double click on rectangle on the end of way).
Offcorse, if your cars can ride left from right way)

Related

How to simulate a pickup process happening in the parking lot in AnyLogic?

I am modeling a warehouse yard where trucks arrive, get loaded/offloaded and leave the site. The complexity arises when modeling the drop trailers. Those vehicles consist of two parts: tractor and trailer. Tractor and trailer enter the yard as one entity and move to the parking lot. There, the tractor drops the trailer (turquoise colored rectangles in the picture below) and then then leaves the yard. After some time another tractor (pink colored in the picture below) comes to pick up one of those trailers. When there is no free space in the parking lot, model throws an error, because I use carMoveTo block to send it to the parkingLot. Therefore it requires additional space to move the tractor. How can I avoid this issue? In fact, I do not want that pink tractor to seize a free parking lot, but to pick up one of those trailers. I tried suppressing the error by using "on the way not found" option in the carMoveTo block, but I need to get a close-to-reality animation of the yard.
I would not advise mixing the road traffic library blocks with the Process Modelling Library (PML) Blocks, unless you really need to.
You can get near-perfect animation by making use of a network-type model and just the PML blocks. You will start by replacing your Car Move To block with just a MoveTo block
You can check the WholeSale Warehouse example in AnyLogic.
There they make use of a network diagram and PML blocks to simulation all the relative parking movements of trucks and trailers.
You can do something similar by creating the correct network and node points that indicate how a truck must move when it is parking a trailer and when it is picking up a trailer.
If this solution is not scalable and you cant draw lines, you can always simply just specify the X,Y, Z coordinates.
You might then need multiple MoveTo blocks for the entire movement or you can create some sort of loop where you give a truck a list of locations to move to, the truck will go through the loop and simply execute moving to the next location in the list, until it is done and then continue with the flow chart

AnyLogic - determination of lane in road traffic

In my model, car-agents sort in the correct lanes just a few car-length before the crossing when the traffic light is green. That way, the intersection gets unrealistically inefficient. What I can not find in the APIs is a way to determine the lane choice x meter before the intersection.
Is there a parameter, if not any idea, to set the lane choice of car-agents in front of a crossing?
Thankful for any thoughts.
I have found intermediate stop lines, which only cover certain lanes, can be used to give you more precise control. You can send a car to the intermediate stop line, and then send on to the final destination of choice.
the lane can only be chosen in the beginning when the car is created or through the enter/exit blocks... otherwise you have to just accept the randomness of the internal model and you have no control over it.
Edit: but amy in her answer is right that you can redirect cars to strategic intermediary stop lines in order to choose the lane or group of lanes the cars will choose whenever it's going to a certain destination.

Netlogo simulation how to add gas-station?

I have a smart city simulation project using Netlogo and I need to add a "Turtle Shapes" gas station in the tools but I dont know how can I put it in the street be cause I want the cars that I have in simulation to pass throw and take gasoline my question is how can I add the gas station and calculate the total consomation of gasoline by cars and thanks.
The next image shows the simulation but without gas-station!!
Wow really cool project! Basically you can see the gas station as a particular kind of patch, then if a car touch this patch his energy goes up to maximum. The answer now is: how the car knows where is the gas station? You can do something like that: everyone that pass near the gas station leave a scent of knowledge of where the gas station is and if for example a car is half empty fuel then it starts follow the scent where is more strong and arrives at the gas station. I do this for my ant colony in order to make return them to the nest from every point of the map and it works just fine. Here's my project on github, I just upload it for you

Modeling a floor/ground for a walking robot in Simulink

I'm trying to create a simple model of a body which will then be later controlled. However, I am running into trouble when I'm connecting both legs to the body.
What I have done is that I have built the model starting with the left foot, attached to the world frame, and then up to the torso. I ended up duplicating one of the legs and attached it again the the world frame and the torso, effectively closing the "loop". However, I get the following error message when trying to run the simulation.
'untitled/Right Leg/Hip/Revolute Joint' has a degenerate mass distribution on its follower side.
I have a feeling this has to do with the fact that both legs are attached to the torso and to the world frame.
If I let the legs dangle from the torso by attaching the torso to the world frame directly, then it works. But I need the legs to be attached to a "ground/floor"
What would be the correct way to model this so that I can later actuate the joints?
I believe you need three connections between your robot and the floor:
A contact force between the left foot and the floor
A contact force between the right foot and the floor
A virtual connection that lets you specify the initial height of the torso above the floor.
The virtual connection to specify the initial height above the floor is usually done with a 6-DOF Joint. It doesn't constrain anything, but lets you specify initial position, orientations, and velocity of the torso.
The contact force can be done with a hard stop, but I would recommend you look at this library on the MATLAB Central File Exchange:
https://www.mathworks.com/matlabcentral/fileexchange/47417-simscape-multibody-contact-forces-library
This will allow you to model contact between the feet and the floor, as well as friction which will enable the robot to walk. The force you need is the Face to Plane contact force.
Give it a try and see what you think.
--Steve

Class Design: Car and Road

I'm trying to figure out the best way to design Car and Road objects for a game design I'm working on.
The idea is for AI Cars (as well as the Player controlled car) to recognize when they traverse dotted lines or straight lines on the Roads.
I'd like to be able to build a Variable Lane Road for Unity3D with the appropriate flags and sub objects so that the Cars recognize where they are and when and how they traverse or take turns etc' etc'
For example, a Road can have a single direction or be in both directions.
For each direction there can be a number of lanes. Lanes allow cars to overtake each other (meaning a dotted line between the lanes).
If it's a bi directional road, then there's a line between the two lanes - optionally and ideally, if there's more than one lane on any of the directions, then the line that separates the directional lanes is straight.
By default, there should be a flag that draws the line according to an isOvertakingAllowed boolean flag.
The most important part is that the Car objects need to know what lane they are on or if they are on a lane separating line, and what type this separation is (overtaking allowed or not).
That's the hard part, to me.
Any help is appreciated.
I would recommend you implement a Lane, which have a direction of travel. Then implement a Road which has a collection of points, a path defining it's shape, and distance, and a collection of Lane objects that follow that path. Whether the road is one-way or two-way becomes a matter of which, and how many lanes they have.
In this case, a Car travels on a Road in a given direction, following the lane that it's in. It can only switch to other lanes that have compatible directions of travel (i.e. that are heading in the same direction as the car), unless the car turns around.
You might also have a special point in a Road called an Intersection which is a connection point for multiple Lanes, and somehow specify which Lanes a Car can transition to and from when it's at the Intersection.
That's a rough outline, but I think those are the basic relationships between the objects that you present, and should get you started.
There is an article on gamasutra with description of the model that was used for opencity, and how the different agents (standard car, racing car, pedestrian...) could use it. It may gives you some pointers or ideas.